mirror of
https://github.com/ZDoom/Raze.git
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117 lines
2.8 KiB
C++
117 lines
2.8 KiB
C++
#include "inputstate.h"
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#include "v_draw.h"
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#include "build.h"
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#include "gamecvars.h"
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void InputState::GetMouseDelta(ControlInfo * info)
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{
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vec2_t input;
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if (!appactive)
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{
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input = {0,0};
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return;
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}
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input = g_mousePos;
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g_mousePos = {};
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vec2f_t finput = { float(input.x), float(input.y) };
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if (in_mousesmoothing)
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{
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static vec2_t last;
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finput = { float(input.x + last.x) * 0.5f, float(input.y + last.y) * 0.5f };
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last = input;
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}
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info->mousex = int(finput.x * (16.f) * in_mousesensitivity * in_mousescalex);
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info->mousey = int(finput.y * (16.f) * in_mousesensitivity * in_mousescaley);
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// todo: Use these when the mouse is used for moving instead of turning.
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//info->mousex = int(finput.x * (4.f) * in_mousesensitivity * in_mouseside);
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//info->mousey = int(finput.y * (4.f) * in_mousesensitivity * in_mouseforward);
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if (in_mousedeadzone)
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{
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if (info->mousey > 0)
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info->mousey = max(info->mousey - in_mousedeadzone, 0);
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else if (info->mousey < 0)
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info->mousey = min(info->mousey + in_mousedeadzone, 0);
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if (info->mousex > 0)
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info->mousex = max(info->mousex - in_mousedeadzone, 0);
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else if (info->mousex < 0)
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info->mousex = min(info->mousex + in_mousedeadzone, 0);
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}
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if (in_mousebias)
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{
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if (abs(info->mousex) > abs(info->mousey))
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info->mousey = tabledivide32_noinline(info->mousey, in_mousebias);
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else
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info->mousex = tabledivide32_noinline(info->mousex, in_mousebias);
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}
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}
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void InputState::AddEvent(const event_t *ev)
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{
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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keySetState(ev->data1, ev->type == EV_KeyDown);
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if (ev->data2) keySetChar(ev->data2);
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}
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}
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void I_StartTic();
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int32_t handleevents(void)
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{
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timerUpdateClock();
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// The mouse wheel is not a real key so in order to be "pressed" it may only be cleared at the end of the tic (or the start of the next.)
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if (inputState.GetKeyStatus(KEY_MWHEELUP))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELUP };
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D_PostEvent(&ev);
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}
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if (inputState.GetKeyStatus(KEY_MWHEELDOWN))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELDOWN };
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D_PostEvent(&ev);
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}
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if (inputState.GetKeyStatus(KEY_MWHEELLEFT))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELLEFT };
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D_PostEvent(&ev);
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}
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if (inputState.GetKeyStatus(KEY_MWHEELRIGHT))
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{
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event_t ev = { EV_KeyUp, 0, (int16_t)KEY_MWHEELRIGHT };
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D_PostEvent(&ev);
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}
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I_StartTic();
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return 0;
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}
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void CONTROL_GetInput(ControlInfo* info)
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{
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memset(info, 0, sizeof(ControlInfo));
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if (in_mouse)
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inputState.GetMouseDelta(info);
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if (in_joystick)
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{
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// Handle joysticks/game controllers.
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float joyaxes[NUM_JOYAXIS];
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I_GetAxes(joyaxes);
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info->dyaw += joyaxes[JOYAXIS_Yaw];
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info->dx += joyaxes[JOYAXIS_Side];
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info->dz += joyaxes[JOYAXIS_Forward];
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info->dpitch += joyaxes[JOYAXIS_Pitch];
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}
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}
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